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README.md
fps-emitter
Measures the FPS (frames per second) on the current page and emits the result whenever it changes, as an EventEmitter. Designed to be run in the browser.
Note that it only measures FPS per requestAnimationFrame()
. Therefore it's not an accurate measure of "true" framerate (e.g. where independent composition/rendering may be involved). However it serves as a pretty good measure of how much different UI-blocking events (such as JavaScript) may be impacting your performance. For instance, it's a good measure for JavaScript animations.
Note also that the FPS measurement is rounded to the nearest integer, clamped between 0 and 60.
The library is 2.7kB minified+gzipped, or less if you're already using EventEmitters elsewhere in your code.
Install
Via npm:
npm install fps-emitter
Or via unpkg:
<script src="https://unpkg.com/fps-emitter/dist/fps-emitter.min.js"></script>
Usage
var FpsEmitter = require('fps-emitter') // or window.FpsEmitter if using dist/
var fps = new FpsEmitter()
// Get the current FPS, as an integer between 0 and 60:
var currentFps = fps.get()
// Or get notified whenever it changes:
fps.on('update', function (newFps) {
console.log('FPS is: ', newFps)
})
Update interval
By default, samples are collected every 1000 milliseconds. You can change this either in the constructor or via a runtime API:
var fps = new FpsEmitter(2000); // Update every 2000 milliseconds, from the start
fps.setUpdateInterval(2000); // Change the update interval at runtime
EventEmitter
The FpsEmitter
object is an EventEmitter
that only emits one event, 'update'
.
Standard idioms like on()
, .once()
, and removeListener()
all apply.
Debug vs production mode
Once you call the constructor (new FpsEmitter()
), it starts tracking the global FPS using
requestAnimationFrame()
. Simply measuring the FPS has the potential to cause slowdowns, so
you may want to disable it in production:
if (DEBUG_MODE) {
var fps = new FpsEmitter()
// etc.
} else {
// do nothing
}
Testing
npm install
npm test
Code of Conduct
This project has adopted the Microsoft Open Source Code of Conduct. For more information see the Code of Conduct FAQ or contact opencode@microsoft.com with any additional questions or comments.